Hmm...an intesting one. It may be possible, let's see if we can break it down a little. I suppose you would need to select each poly in turn, and find its normal. Then for every vert, find every vert it is connected to. This will give you the edges. Then compare the verts at each end of these edges, to see if any are on…
This is David Schroeder, author of the 8-bit game "Dino Eggs" (1983, Apple II, Commodore 64, IBM). We're completing a reboot entitled "Dino Eggs: Rebirth." You can check out the information and video in our press kit to get an idea of this old/new game. Seeking: An artist to create the game's two main characters in a fresh…
Hi everybody. I am working on an environment and I wanted to try to learn this method I saw on a post by Matthew Trevelyan. You can see his post here: https://www.artstation.com/artwork/qQGK6y I understand the basics of a trim sheet. I have used it for basic walls or decals or simple shapes like cylindrical pillars and…
@sacboi In his second (EDIT: THIRD) to last comment he said he is aiming for 3rd person view asset quality, not sure if that's changed. Of course what that means in terms of poly count and texture size varies by game. For example, The Last of Us: Part II has fairly high quality player character weapon assets, but I think…
Hi all — I’m developing a custom 3D framework inspired by sixth-generation console visuals (think PSP / early PS2). I’m looking to commission two clean, animation-ready humanoid base meshes — one male and one female — that I can use as the foundation for clothing and character variants. Project Overview The meshes will…
Hello everyone, how are you doing. So, I'm in the midst of modeling this handheld controller from PACIFIC RIM(as you can see I've gathered enough reference). I've managed to get the general shape, but when i try to solve the topology to hold the edges and making the object feels alive i get this issue, in this specific…
Coming along nicely. Some parts look great, others seem a bit lazy. E.g. the dirt on the wood is too uniform and the wood grain and dirt is also continuing through elements that would normally be built from separat pieces like the base or the stairs and the grain has unexpected directions. Inner and outer edges could use…
There are a few discussions on how to do holes (circular, polygonal) into a single quad. However, the workflow gets quite manual and requires quite a bit of planning and edge loops if you are completing the following specific objective: Repeating instances of a polygon hole into a surface that consists of multiple…
Removing the dust edges helped remove the unblur/smudge effect atleast where the uv shells are. However the open space between each shell and the edge padding remained messy. So after removing my edge padding, everything looks great. My question is now then, to avoid this kind of circumstance again should I just export my…
another thing to watchout for is sever angles when working with raised surfaces. in order for the raised areas to show up on the normal map, they need to have a beveled look (ala photoshop's bevel and emboss). ie, if there is a raised set of faces, you will want the edges to slope down rather than slope inward. (like a…